I might have lost the battle about which dcc to teach our kids, Maya was not my
choice, but I didnt loose the war with regards to lighting and rendering. We do
that in Octane standalone. It teaches the kids some solid pipeline skills (ie
exporting the alembics and making sure that all of their work is ready to be
picked up by someone else) and it means we don’t have to light or render in
Maya ;)
Now just have the battle to get them to drop After effects and move to fusion ;)
Kind regards
Angus
From: Artur W <[email protected]>
Reply-To: "[email protected]" <[email protected]>
Date: Wednesday, 21 September 2016 at 2:55 PM
To: "[email protected]" <[email protected]>
Subject: Re: object parenting in maya
I have a "privilege" working on maya for some time now and I can't remember
when I was this nerve wreck I am today. I do lighting mainly and I walk out
home brain dead every day.
This sophisticated torture they call hypershade and node editor and the choices
they made making it, is mind blowing.
Looking back I find working with 3ds Max a pleasure (which it wasn't).
Si in comparison is a caress I don't deserve.
Artur
2016-09-21 14:41 GMT+02:00 Ognjen Vukovic
<[email protected]<mailto:[email protected]>>:
Same, luckily the program has been modified so much with various in house
plugins i dont really even know its maya, untill it crashes, messes up the
connections randomly or i open hypershade...
Who am i kidding...
On Tue, Sep 20, 2016 at 6:45 PM, Artur W
<[email protected]<mailto:[email protected]>> wrote:
Yeahhh. Problem is I have to use it at work
Artur
2016-09-20 18:05 GMT+02:00 Olivier Jeannel
<[email protected]<mailto:[email protected]>>:
Well I just hope Maya will stay shitty for ever, as it deserves to be.
On Tue, Sep 20, 2016 at 5:29 PM, Pierre Schiller
<[email protected]<mailto:[email protected]>> wrote:
yes, they could *at least*.
I´m keeping my hopes up from 2012 when the SI dev team told us they would
migrate
some stuff from SI to MA, in 2018.
Back then, it seemed very far. SI went down the drains, and now there are 2
more years
to go for the wait....let´s see what MA would look like in 2018, and better
yet, let´s hope the dev team
really pushes the software *awkardness* to
simplistic-intuitive-5-year-old-kid-can-do-this-all-friendly-smiley-teddily-face
ease of use, like we had on Softimage.
2 cents.
On Tue, Sep 20, 2016 at 9:29 AM, Artur W
<[email protected]<mailto:[email protected]>> wrote:
AMEN
2016-09-20 16:23 GMT+02:00 Mirko Jankovic
<[email protected]<mailto:[email protected]>>:
As a amatter of fact I ended up rigging char again in SI and completing
animation allready.
Not a single solution actualy worked due to all that transfering form hand to
object and back to hand.. I will record one video to show exactly issue which
will probably make things more clear just to get a bit time for it.
All in all, animating prop being manipulated by hands exchanging and moving
with constrains.. argh..
When they already cannibalized SI they could at least learn how to handle
important things like this.
All the view port glitter and fancy stuff doesn't mean anything for everyday
work.
ᐧ
On Tue, Sep 20, 2016 at 3:59 PM, Ben Barker
<[email protected]<mailto:[email protected]>> wrote:
There are offset attributes. You can see them (and 'update' them) in the
attribute editor for the constraint. IMO they are unintuitive to animate and
are best left to storage of static values. I've seen animators get so far into
the weeds with those that their cigarette consumption shoots to astronomical
levels, so for your health I recommend Mladen's solution.
On Mon, Sep 19, 2016 at 7:55 PM, Andres Stephens
<[email protected]<mailto:[email protected]>> wrote:
How troublesome.... You’d think there are constraint offset keys that is
animated like in SI with and without the transform keys?
-Draise
From: Mladen Kevic<mailto:[email protected]>
Sent: 19 September 2016 16:30
To: [email protected]<mailto:[email protected]>
Subject: Re: object parenting in maya
constrain it to the Null (locator) and in meantime while it's in FK move
animate null to new position.
hope it's help
On Mon, Sep 19, 2016 at 9:24 PM, Adam Sale
<[email protected]<mailto:[email protected]>> wrote:
No you can't,
If you have a point constraint on an object, make sure you aren't keying that
objects translation channels. It breaks the constraint otherwise.
Same for Orient and Scale.
Adam
On Mon, Sep 19, 2016 at 6:18 AM, Mirko Jankovic
<[email protected]<mailto:[email protected]>> wrote:
That is what I tried BUT as soon as I animate blend to 0 arm goes back to the
point where it was constrained and not at the position where it is now when I
want it to stay. And also just adding keyframe on arm and then removing weight
is not working as well.
That is all source of the problem at first place. That weight isn't working in
maya as it is working in SI. As you know you just splash keyframe with weight
1, move a frame splash keyframe and set weight 0 and arm would stay at that
position with no more constrain active.
But it seems that in maya you can't have both constrain AND keyframes on same
object??
ᐧ
On Mon, Sep 19, 2016 at 2:11 PM, philipp seis
<[email protected]<mailto:[email protected]>> wrote:
the SI "weight" of the constraint, i.e. parent constraint shows up under the
contraining object as "blendparent" in your channel box.
You can animate that to grab stuff. Good luck :)
2016-09-19 9:41 GMT+02:00 Mirko Jankovic
<[email protected]<mailto:[email protected]>>:
Ok I'm dropping my towel...
Can anyone shed me some light on how to do this in maya:
Hand IK constrained to object1
Then goes into FK keyframed animation
Then gets again IK constrained to object2
Character is referenced ofc.
With Softimage that is breeze and honestly I think I will just re-reg this
whole thing and finish in SI instead but just for the fun of it.
How do you do this in maya???
I can't even wrap my mind around how I got stuck in this crap.
It;s bin a while since I animated anything with switching constrains in maya
but it can't be this messy?
Thanks
ᐧ
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